# GeoSceneGraph: Geometric Scene Graph Diffusion Model for Text-guided 3D Indoor Scene Synthesis

arXiv: https://arxiv.org/abs/2511.14884 · HTML: https://mlsanity.com/paper/2511.14884/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Placed in 3D, point cloud and scene generation, one of 14 directions in Diffusion models.
- Builds on 28 of its 39 references that are in the map.
- First posted on arXiv 18 Nov 2025.

## Placed in

- Diffusion models / [3D, point cloud and scene generation](https://mlsanity.com/diffusion/3d-point-cloud-and-scene-generation/)

## Builds on (most cited first, 28 of 28)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [Denoising Diffusion Probabilistic Models](https://mlsanity.com/paper/2006.11239/) (2020)
- [Training language models to follow instructions with human feedback](https://mlsanity.com/paper/2203.02155/) (2022)
- [Deep Unsupervised Learning using Nonequilibrium Thermodynamics](https://mlsanity.com/paper/1503.03585/) (2015)
- [Neural Discrete Representation Learning](https://mlsanity.com/paper/1711.00937/) (2017)
- [BLIP: Bootstrapping Language-Image Pre-training for Unified Vision-Language Understanding and Generation](https://mlsanity.com/paper/2201.12086/) (2022)
- [E(n) Equivariant Graph Neural Networks](https://mlsanity.com/paper/2102.09844/) (2021)
- [Equivariant Diffusion for Molecule Generation in 3D](https://mlsanity.com/paper/2203.17003/) (2022)
- [3D-FRONT: 3D Furnished Rooms with layOuts and semaNTics](https://mlsanity.com/paper/2011.09127/) (2020)
- [Holodeck: Language Guided Generation of 3D Embodied AI Environments](https://mlsanity.com/paper/2312.09067/) (2023)
- [The Role of ImageNet Classes in Fr'echet Inception Distance](https://mlsanity.com/paper/2203.06026/) (2022)
- [ATISS: Autoregressive Transformers for Indoor Scene Synthesis](https://mlsanity.com/paper/2110.03675/) (2021)
- [Geometric Latent Diffusion Models for 3D Molecule Generation](https://mlsanity.com/paper/2305.01140/) (2023)
- [OpenShape: Scaling Up 3D Shape Representation Towards Open-World Understanding](https://mlsanity.com/paper/2305.10764/) (2023)
- [SceneFormer: Indoor Scene Generation with Transformers](https://mlsanity.com/paper/2012.09793/) (2020)
- [InstructScene: Instruction-Driven 3D Indoor Scene Synthesis with Semantic Graph Prior](https://mlsanity.com/paper/2402.04717/) (2024)
- [EchoScene: Indoor Scene Generation via Information Echo over Scene Graph Diffusion](https://mlsanity.com/paper/2405.00915/) (2024)
- [Scenethesis: A Language and Vision Agentic Framework for 3D Scene Generation](https://mlsanity.com/paper/2505.02836/) (2025)
- [Deep Generative Modeling for Scene Synthesis via Hybrid Representations](https://mlsanity.com/paper/1808.02084/) (2018)
- [SceneWeaver: All-in-One 3D Scene Synthesis with an Extensible and Self-Reflective Agent](https://mlsanity.com/paper/2509.20414/) (2025)
- [CommonScenes: Generating Commonsense 3D Indoor Scenes with Scene Graph Diffusion](https://mlsanity.com/paper/2305.16283/) (2023)
- [Mixed Diffusion for 3D Indoor Scene Synthesis](https://mlsanity.com/paper/2405.21066/) (2024)
- [Scene Synthesis via Uncertainty-Driven Attribute Synchronization](https://mlsanity.com/paper/2108.13499/) (2021)
- [Direct Numerical Layout Generation for 3D Indoor Scene Synthesis via Spatial Reasoning](https://mlsanity.com/paper/2506.05341/) (2025)
- [Indoor Scene Generation from a Collection of Semantic-Segmented Depth Images](https://mlsanity.com/paper/2108.09022/) (2021)
- [HSM: Hierarchical Scene Motifs for Multi-Scale Indoor Scene Generation](https://mlsanity.com/paper/2503.16848/) (2025)

## Built on by (most cited first, 1 of 1)

- [SceneNAT: Masked Generative Modeling for Language-Guided Indoor Scene Synthesis](https://mlsanity.com/paper/2601.07218/) (2026)

## Abstract (arXiv)

Methods that synthesize indoor 3D scenes from text prompts have wide-ranging applications in film production, interior design, video games, virtual reality, and synthetic data generation for training embodied agents. Existing approaches typically either train generative models from scratch or leverage vision-language models (VLMs). While VLMs achieve strong performance, particularly for complex or open-ended prompts, smaller task-specific models remain necessary for deployment on resource-constrained devices such as extended reality (XR) glasses or mobile phones. However, many generative approaches that train from scratch overlook the inherent graph structure of indoor scenes, which can limit scene coherence and realism. Conversely, methods that incorporate scene graphs either demand a user-provided semantic graph, which is generally inconvenient and restrictive, or rely on ground-truth relationship annotations, limiting their capacity to capture more varied object interactions. To address these challenges, we introduce GeoSceneGraph, a method that synthesizes 3D scenes from text prompts by leveraging the graph structure and geometric symmetries of 3D scenes, without relying on predefined relationship classes. Despite not using ground-truth relationships, GeoSceneGraph achieves performance comparable to methods that do. Our model is built on equivariant graph neural networks (EGNNs), but existing EGNN approaches are typically limited to low-dimensional conditioning and are not designed to handle complex modalities such as text. We propose a simple and effective strategy for conditioning EGNNs on text features, and we validate our design through ablation studies.
